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Value Systems: Civilization

Tim and Joel look at the Civilization games. We examine the way that, in every iteration, their systems have failed go beyond a view of the world rooted in capitalist realism. Games mentioned: Civilization series Red Dead Redemption

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User Interfaces

Tim and Joel look at different ways of experiencing games, how input and interface can shape an aesthetic experience. We look at simple tweaks like removing the mini-map in Red Dead Redemption 2, and examine a team of developers using old-style telephones as voice-activated input devices. Games mentioned: The Last of Us 2 Crusader Kings…

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Part One: The Future of Storytelling

Tim and Joel begin with a discussion of games we recently played. We highlight the problems of returning to grand narrative games like Mafia 3, and the possibilities of player-defined narratives, before looking at procedural generation and its role in game narrative construction, looking at Minecraft and our recent favorite, Valheim. Games mentioned: Mafia 3…

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S2 E5: Part 1: How Game Storytellers Collaborate With the Player

Tim and Joel examine the difference between passively experiencing and actively performing or participating in narrative, and the different degrees to which games make that participation meaningful. We begin by looking at branching narrative, with reference to The Witcher 2: Assassins of Kings, a game that takes narrative divergence in bold directions. We briefly examine…

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Ep. 22: UI as Embodiment

In this episode, we talk about UI’s ability to embody the player into the character they are playing. We talk about what that means for classic adventure games, action games, and immersive sims, and talk a bit about the potential for both embodiment in VR, and in the real world. Games discussed: Technomancer Hunt: Showdown…

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21: Ep. 21: Intro to GUI

In this episode, Tim and Joel begin a conversation on UI in games. We talk about the purpose of UI generally, in games specifically, and start breaking down the ways UI can make or break a player’s immersion in a character. Games discussed: Dead…

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20: Ep. 20: Space Games, Part 3

In this episode, Joel and Tim focus in on the problem of designing space games as if you were designing amusement park rides — by bolting a lot of experiences together based on player expectations, rather than allowing an idea to grow organically. We…

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Special Episode: Election Week 2020

In this special episode, Tim and Joel discuss next week’s historic election. We discuss where we are now, the choices that lie before us, and why — even though Biden is a centrist at best — we’re going to vote for Biden in order to stay the tide of…

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19: Ep. 19: Space Games, Part 2

In this episode, Joel and Tim continue our discussion on space games. We deep dive into dramatic play and immersion, and discuss how the marketing points of many space games (things like universe scale, roles you can fill, etc.) are in direct conflict…

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18: Ep. 18: Space Games, Part 1

In this episode, Joel and Tim begin discussing space games — the kind of game where you are in command of a spaceship ranging the void, the open world that was invented by Elite in 1984 and that has been iterated upon ever since. In part 1, we…

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